It's never the case that only one thing is important.
In the extreme, you surely wouldn't accept a 1 day or even 1 week build time for example? It seems like that could be possible and not hypothetical for a 1 week build since a system could fuzz over candidate compilation, and run load tests and do PGO and deliver something better. But even if runtime performance was so important that you had such a system, it's obvious you wouldn't ever have developer cycles that take a week to compile.
Build time also even does matter for release: if you have a critical bug in production and need to ship the fix, a 1 hour build time can still lose you a lot here. Release build time doesn't matter until it does.
I would strongly suggest that for quick code-first prototypes. The boiler-plate of "load a texture and render to screen" is quite minimal - you could perhaps make a small library for yourself?
It also has no opinions about how you structure your game data. This means you can represent things like a Flappy Bird clone as just a `Vector2`, rather than having to bash a graph of entities in the shape you want.
> The real answer to all this is to use a provider that supports idempotency keys. Then when you can retry the action repeatedly without it actually happening again. My favorite article on this subject: https://brandur.org/idempotency-keys
Turtles all the way down?
Let's say you are the provider that must support idempotency keys? How should it be done?
There are. The rhetorical strategy is to argue that Brexit was a good idea, but it has not been implemented properly. Look for the phrases "Brexit means Brexit" and "proper Brexit".
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